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Accullla

Accullla

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Accullla
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  • @SpaceCoconut said:

    Does anyone else wonder if sometimes bugs and such are deliberately left in a killer in order for them to be a fun and exciting addition to the game during the PTB and early marketing stages only to be nerfed into mediocrity a few weeks later?

    If the flick was never intended, why was it left in only until after his release when players were very excited to drop cash on what used to be a universally enjoyed killer who is now simply Hillbilly #3?

    I personally knew nerfs were coming and only purchased him with shards, but do any of you who purchased him with cash or cells feel a sense of bait and switch from the devs?

    I'm starting to wonder since this seems to happen with every new killer.

    This killer is free, though?

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/911001#Comment_911001

    That's a fair point, I wish I had your experience with egc instead of my version. For me it would go like this.

    -Complete all the gens

    -99% the gates and wait for an opening

    -everyone is here, open the gates and we'll leave.

    It's always been like that for me, always. I know killers can open the gate, but I just find it odd. Everytime I open the gate, my plan for it immediately backfires. Maybe I'll keep trying.

    I'm sorry to hear that you are having a bad time with it. I do get these games as well and it's a pretty rough feeling when it happens.

    I know you haven't asked for my advice and for all I know you're a much better killer than I am, but here's my two cents on the situation - If you're already in a chase with somebody when the last gen pops most of the time you should be able to down them before the gates are open. When that happens and depending on the situation/survivors' playstyle and the killer you're playing you have a bunch of options to extend the game:

    • hook the downed guy and either stick around the hook - try to trade a hook or 2 with people coming for the rescue
    • hook the downed guy and go hunting - try to intercept survivors coming from the exit gates on their way for the save. Often times they put themselves in risky positions which might net you a second down. If you get that quickly (assuming you've burned through a bunch of pallets in the area) you can slug, go back to the hook and react based on what's going on there.. or just hook the second guy and split the pressure on the remaining survivors
    • slug the person and bait the others to leave the exit gate area

    It won't work every time, but at least for me these moments often get pretty intense and make up for a rough time during the main portion of the match

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/908160#Comment_908160

    No, let me try again. Okay, I find it extremely awkward that the big game changer happens as soon as the survivors are given the option to escape. What's the point then? Sure you gain extra points, but it's extremely situational. I'm saying if they changed it after all gens are completed they could do it this way.

    -More EGC timer, so instead of 2minutes and thirty seconds, it could be five minutes

    -Giving more survivors and killers the ability to GAIN those extra EGC points

    -Matches could also end quicker

    -it'd be interesting for both sides.

    I'm not interested in making this a definite way to kill, I just want egc to be slightly more interesting and more beneficial. (Point way)

    I think I understand what you mean now. However, I think your idea may backfire against what you're trying to achieve. I'd say most interesting interactions during the end-game collapse happen due to survivor altruism. Taking human psychology into account, when people are faced with a timer, most of them will try to beat it. What i think this means is that it will force survivors out quicker than now even if the timer is extended from 2 minutes to 5 minutes and potentially force them to be less altruistic during that timer - i.e. survivors will be less likely to go for a save and more likely to wait around the exit or just leave. In my experience endgame altruism results in survivors dying more often than survivors escaping, meaning that taking the other stuff I suggested into account, starting the timer after the last gen is popped will more likely result in less average kills per trial and less endgame interaction between the killer and the survivors.

    Personally I don't believe this result will be preferable to the majority of survivors or killers.

    Obviously most of what I said here is based on my own experience in the game and I might be wrong, but I feel like the current system is actually more interactive and fun for both sides than the solution you suggested.

    Edit: I missed one of the points you made regarding putting pressure on survivors before they are able to escape. I don't think it will do much though. How often are you in a game where it takes more than a couple of minutes to open or 99 the gates after all of the gens are powered? In my experience whenever that's happened was because all of the survivors were dead/slugged anyway - timer or no timer

  • @DwarvenTavern said:

    Okay. Hear me out, not everyone will agree with this, but please hear me out.

    In my personal opinion, end game collapse is rather weak. It's not too threatening, and it most cases it can get completely negated by 99% a gate. We can force it by opening an exit gate as a killer, but honestly that really means nothing. Only way that it's a real threat is if you closed the hatch, but that means two things. Either you killed everyone or someone used a key. So, most of the time, it's not in play normally. Not including the hatch. So, my idea is this. What if it started after the GENERATORS got completed? I know it can seem like an issue, but most of the time survivors will compete a gen in front of the gate or the gate is rather close. Hey, you could increase the end game timer if it seems like it'll be too strong. I just find it rather flimsy. On both sides.

    I don't see the point though. Are you suggesting it as a means for the killer to sacrifice more survivors by preventing them to open the doors? If so, the perk blood warden does exactly that. It's really fun to use.

    Otherwise, if the point is to just finish the game as quickly as possible once the gens are done, I don't think that's a good idea. Some games fly by really fast and both the killer and survivors can use the time before opening the gates to make up the bloodpoints that they didn't manage to get during the main part of the match. I think initiating the endgame immediately would force the survivors out too quickly, denying both the killer and them the opportunity to keep playing and try to salvage a game that went by too quickly.

  • I agree it can be a bit frustrating at the beginning when you feel like you have mostly useless perks on the character that you want to play and to get the perks you do want, you have to level up a character that you don't actually plan on playing at all. That does make the first 50 or so hours of playing the game a bit frustrating, but once you get over that hump you may find (as many other players do) that the grind is what actually keeps you going.

    At that point you'll have enough perks for at least 1 or 2 fun builds on your "main" and every few more hours of playing the game get you that much closer to the next interesting character/build that you always wanted to try! Without that the game does sometimes a bit repetitive.

    My suggestion to you is to tough it out for now, as the game gets more interesting the more you play it and the grind becomes less frustrating and more enjoyable, the more content you unlock through it.

    Also, you might not like the hag now, but you never know how you'll feel about her in a few months time, once you get more experienced with the game mechanics. In my first few hours of the game the only killer i could play was the Doctor, as otherwise i could just never find any survivors.. As I gained experience I actually found killers like the hag (which i never thought i could play in the beginning) quite enjoyable!


    Good luck :)

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/907845#Comment_907845

    That wasn't my point.

    Survivors don't get to dictate how Killers should play, and vice versa.

    I completely agree with you. I was just adding my 2 cents to the argument, based on a situation I was in a while ago - hooked a survivor, saw a set of scratch marks right in front of the hook and 2 people on barbecue on gens. I thought if I found and chased the person who was clearly waiting for the unhook, I'd be pressuring the other 2 to leave their gens and come for the save. Long story short, I ended up chilling around the hook looking for that 1 survivor, 2 gens popped by the time I finally managed to get a hit on them. 3 escaped, bar the hooked one, who ended up dying there on their second hook.

    After the game I got messaged the exact same words you used "you should have patrolled gens" and all I could think was "fair enough, you're absolutely right".

    That's why I said that it depends on circumstance and even post-game salt could be used as genuine constructive criticism.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/907589#Comment_907589

    Idk, every now and then, i do hear someone saying Killers should patrol Generators, keyword being "should".

    Depends on circumstance.. If a gen's already popped, all survivors are alive and you see 2 people on gens with BBQ (i.e. survivors are pressuring you), I think you definitely should patrol generators even if you know there is a survivor near the hook, but I think that's just common sense. If you know for a fact that no one is on a gen (or heading towards a gen), then there's not really anywhere to go.. It's the survivors' job to pressure you.

    Similarly,survivors will just pump out gens when the killer hasn't put enough pressure on them and they just don't have anything else to do.

  • I was watching a youtube video of someone playing another game that I was thinking about getting. Coincidentally that person was playing with a DBD youtuber called HybridPanda. He seemed pretty funny, so I checked out his channel. Found 200 or so DBD videos, so I watched a couple. I didn't find the game that interesting at the time, but his commentary was so funny that I kept watching more and more videos. 6 months later I think I'd seen about 150 videos of a guy playing a game I was not even interested in. Randomly on a chill weekend that I was planing to spend at home I decided I wanted to try a new game and bought DBD. To my surprise I got hooked instantly. This was last October, so my first experience playing the game was the hallowed blight event.

  • Have it so that you can select 2 challenges at once, but only be able to earn progression against one of them at the end of the match. For example you choose the challenges where you have to sacrifice x obsessions and hook the obsession x times (those were 2 of the challenges in tier3 if I remember it right).

    At the end of the match if you managed to kill the obsession, you'll take progression for that challenge. If you hooked them, but didn't manage to actually kill them, you'd choose to get progression against the other.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/901097#Comment_901097

    I was just throwing it out there. Extra Bloodpoints could also perhaps help the side that loses to a mori/key not feel so cheated. Just something so that it's not punishing players in multiple ways at once.

    Or a guarantee that you'll get instaqueued for the next game (obviously I know this isn't possible). Honestly, I don't care about not earning bps, losing pips or items. What really bugs me is that I waited for ages to get into a lobby and start a match, just for someone else to decide for me that they want to end the game in less than 5 minutes.

  • @Mooshroome64 said:

    On most survivors, but mainly David, Jeff, Dwight or Jake depending on how I feel:

    Probably Aftercare, DS, Iron Will + Spine Chill

    If I'm playing Adam or Ace, they're quiet enough to run something other than Iron Will - I quite like dead hard on them.

    As for on killer:

    Doctor - Ruin, BBQ, STBFL and Discordance is normally my go to, maybe throwing in a spirit fury/enduring combo, pop or mad grit if I'm feeling funky.

    Discordance on Doc is an interesting choice, because he's generally pretty good at tracking.. or do you try to synergise the perk with his power? E.g. save tier one madness for when you need to find survivors during the midgame. avoid using the power at the start and use discordance instead? I'm really curious as to how people play Doc, as I rarely play him.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/885905#Comment_885905

    Nope. Evader awards points for being in the terror radius, but they're pretty pitiful compared to the points you can earn in a chase and won't get you anywhere close to an Iridescent emblem.

    Unbroken simply rewards you based on whether or not you escaped, and how well you did. Bronze for dying early, Silver for Dying late, Gold for survivor, Iridescent for surviving without getting downed.

    And yes, Lightbringer and Benevolent are my bread and butter in this game as far as ranking goes.

    Fair enough. Maybe I thought that it would make more sense for these points to go into unbroken. I do wish they change up the emblem system soon with individual killer ranks and all that stuff. I'm sure that will come with an overhaul of the survivor system as well, which will hopefully change things up a bit for everyone.

  • @OswinOsgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/885028#Comment_885028

    I was in a kyf and we all lagged because i jumped in and out a locker and they had that perk iron maiden? The exposed for 15 seconds when you jump out it was crazy

    I wish it gets better for us console players some day. It's not unplayable and I still consistently have a good experience with the game. However, I do get a bit jealous of pc players knowing how smooth the game runs for them

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/885811#Comment_885811

    That's more my playstyle as well, when I do get chased, but I tend to go for stealth if I can get away with it. Maybe that's why I have so much trouble with Evader, because it rewards doing well in chases. I wish stealth were a more viable strategy as far as the emblems are concerned.

    I'm not sure if I'm right about this, but doesn't unbroken award points for being in the killer's terror radius outside of chase? Even though youre effectively capped at gold on that one, unless you escape unhooked which is rare.. Also, as a stealthy player youre probably pretty consistent at lightbringer and/or benevolent too :)

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/885646#Comment_885646

    You must be better at being chased than me, then! I still haven't been able to crack the code on that darn Evader emblem, no matter how many times I read the wiki page.

    I'm OK at being chased. Maybe my playstyle is more rewarding in terms of emblems than yours :) for example, I'm not good at looping. I'm too clumsy and I keep getting stuck on stuff, so I prefer to use the environment and rely on unpredictability and line of sight more than my ability to hug walls. It's actually worked out

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/885093#Comment_885093

    I believe you only need to do 2 gens for Iridescent Lightbringer, as long as you do them solo. You can also do 1 gen and 5 dull totems (or less if there are hex totems - a hex is worth about 2.5 dulls), or 1 gen, 4 dull totems and an Exit Gate.

    The most lucrative way to get points in Evader is pallet stuns, but those can be hard to land depending on the killer. Generally, as you say, it's very difficult to get Iridescent Evader unless you run the killer around successfully for basically the entire trial.

    Also, I believe "Unbroken" is the name you're looking for for that final emblem 😊

    Thanks for the corrections. The point on the dull totems was interesting to learn, as it's new and I didn't know exactly how they work yet.

    Regarding evader, I had a think about this and it's actually not as extreme as having to run the killer around for the entire trial or get a lot of stuns. Creating distance and using line of sight blockers helps you lose chase even if the killer is still on you. That means continuously cycling around tiles instead of looping a single one for an extended amount of time. If you drop "chase" several times in a single chase the game will award you with emblem points each time. I've gotten iridescent plenty of times without having to run the killer for that long.

    Re: Unbroken - thank you.. it was really bothering me, but i was too lazy to check!

  • I think it's a bit harder to get iridescents as killer.

    • The easiest emblem there is the chaser (i think) - all you need to do is get into as many chases as possible and end them as quickly as possible. Stealth killers are best at this, as you can easily get your first hit in less than 10 seconds. Don't commit to long chases, as that hurts your emblem.
    • Gatekeeper is annoying to get, as you'll need to adopt a pretty boring playstyle. Ruin or corrupt intervention and pop are your safety nets
    • The other two are a bit inconsistent for me personally.

    Survivor is easier.

    • For lightbringer just do the equivalent of 2.5 gens and you'll get the iridescent. The best way to ensure a decent amount of time to work on gens in the beginning of the trial is to see where your teammates spawned at the start - if you're all nearby it means that the killer spawned on the other side. You know he'll be heading towards where you spawned, so run towards where you think he spawned and do a gen there (try not to get spotted on your way). He's almost guaranteed to find one of your teammates first, giving you free reign over gens for the first 1-2 minutes. If you spawned on your own, most of the time you're safe to do a gen there.
    • For benevolence i think you need about 2 safe unhooks and 1 heal. Yo'll randomly get some protection hits throughout the trial, which helps. Once you're done genrushing, just try to help teammates as much as you can (saving, healing, taking hits, etc.)
    • For evader - this is difficult unless you're a good runner. Getting into a few chases and losing the killer without getting hit will give you points in this emblem. The longer the chase, the higher the points and the more likely you'll get iridescent
    • For survivor (i forgot the actual name of the emblem), you need to escape without getting hooked - this one is pretty difficult. I wouldn't worry too much about trying to get it as it will keep you from completing the ones that are easier to get - you can get the other 3 without even surviving the trial

    EDIT: For the evader emblem as survivor you don't actually have to lose the killer - just force them to drop chase - i.e. try to create distance and lose line of sight as often as possible

  • @OswinOsgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/884933#Comment_884933

    Ive noticed that too it also happens when i gain bloodlust sudden 1 frame a second amd makes me miss my hit yanno? But it also happens in survivor if i use an exhaustion perk suddenly it lags and i cant tell where im going anymore.

    Not to mention scratchmarks in grass are completely invisible

    I have the same issues as you. However, I get frame drops during other events as well. Bloodlust is definitely the worst, but my games also stutters when Spirit fury procs, when PWYF stacks are gained or consumed, when people fall into the dream world as freddy (it's the worst when this is caused by a hit - the game actually stops for a second) - to name a few

  • As others have said above, using bloodwarden is the easiest way to get this one. Try to hook everyone twice and don't kill anyone - having 4 survivors at the end increases your chances to get at least 2 (the more there are, the easier they are to find). Remember, bloodwarden lets you see their auras if they are in the exit area. A lot of survivors don't know this so use it to your advantage.

    Play the game normally and use a stronger killer to ensure everyone is on death hook by the end of the game. If you run into someone who's on death hook, just slug them or completely ignore them depending on the circumstances. Do not kill them off early. Try to destroy as many pallets as possible. When they have 1 gen left, just follow a guy, but don't down them. I recommend to pretend that you're actually trying to get them, but keep missing your swings, so they don't assume you're farming, as that way you'll get more pallets out of them.

    I got the challenge on my second try. The reason I failed the first time was that I downed the person who I wanted to use to activate BW too early (shortly after the last gen got done). I felt a bit anxious about them realising i was waiting for BW, so I picked them up shortly after. I tried to go for a far hook to give them time to open the gates and I ended up getting bodyblocked and dropping them. Everyone escaped. The second game I played around this, by "hearding" the survivor away from the exit gate and downing them far enough that i could carry them almost to the opposite side of the map. I took a while to hook them on purpose to encourage their teammates to body block. Voila 1 person body blocked, the person waiting at the gate panicked and opened it just in time for me to hook the one on my shoulder. Even if they had wiggled off i still would have got them, as I'd eaten through all of the pallets and they were far from the gates. Ended up getting all 4

    Both times all totems were destroyed before the endgame, so i didn't even feel dirty for using noed.

    Tl;dr Hook everyone twice, Don't kill anyone before the endgame, when there's one gen left initiate a chase with the BW guy, Don't down them until the gen pops and try to get as many pallets as possible form them, If endgame isn't initiated immediately, try to carry them to a far hook to encourage bodyblocking which will force the survicors to panic and open the gate

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/884476#Comment_884476

    I would love this. The amount of times I've had to go to a friend and say, "I want to test something on my own, can you go into KYF with me and just... like... stand there and do nothing for 5 minutes?"

    Yeah, it's a bit inconvenient. It's definitely not a game changer, but a nice quality of life thing to have. Personally for me - None of my real life friends play the game, so most of the time I end up practising things in live matches. Unfortunately for the killer, they get a loud noise notification spammed when I decide to practice fast vaults at certain tiles and for the survivors when I decide to practice playing huntress and they have to sit through a whole match of me consistently throwing hatchets 10 meters away from them.

  • @Rivyn said:

    Why not a pure random mode? As soon as five people are in the lobby, the match starts. One is selected at random as the killer. All characters are selected at random, with random perk builds. No offerings, no addons.

    I love that idea!

  • Good idea.

    If I could chip in - a way to jump into a custom trial on your own as killer or survivor without needing a second person would be nice as well.

  • @Chaotic_Riddle said:

    https://forum.deadbydaylight.com/en/discussion/comment/872768#Comment_872768

    Thank you, you’re a very respectable person and I thank you again for voicing your concerns about my concerns, and that may sound silly but having civil conversations can help both sides understand one another more clearly. 💜

    I agree and I apologise again for for the tone in my earlier comments. I was out of line

  • @Chaotic_Riddle said:

    https://forum.deadbydaylight.com/en/discussion/comment/872170#Comment_872170

    Prepare for massive wall of text.

    Do not be offended when I use the word ‘minority’, for which, I didn’t mean to offend. The justification for it was due to the fact that, when the final archive level was revealed due to a bug, most of Twitter, the forums, and reddit were upset about it. The current Archive challenges that we have seen are similar to the final stage. The usage of NoeD, ridiculous endgame scenarios that rarely could happen, and the other challenges that many, from what was seen, were upset about, which was, the majority. Some people, including myself, are still upset. In no way was I meant to offend you, but things like this shouldn’t just slide by because some people may have found it somewhat enjoyable. Some of us think that this is entirely unreasonable, and yes, while it may be free, there’s another variant of it that features things that some of us may want. Granted, Peanits stated that most of the items in that side will eventually be released to everyone to purchase, some people may not want to wait to pay for items like the Putrid Nurse or the Claudette cosmetics. Some of us would like to get tiers quicker without means of paying or playing 12 games everyday to get just one tier up. And when we want to try and obtain these items before they become priced at 10$ or more in the store, we would rather try and get them as quickly as possible. People have jobs, families, and other things to attend to and can not waste their time playing a video game ALL day, but some may have purchased the pass believing that, similar to other games like Fortnite or Apex Legends, it would be somewhat easy to get them. That hasn’t been the case for some of these, as they’ve been ridiculous, such as trying to kill 2 Survivors once the Endgame has started. Once the Endgame has started, MOST Survivors wouldn’t be dumb enough to sit there and wait for the Killer to come and kill them. The only time that this may occur is if they are either screwing around or are in a pickle in which the Killer is camping their teammate. This leads to toxicity and or unfun situations to deal with for both sides. The Killer is forced to do something that they may not be comfortable with, while the Survivors have to make the situation to either save their friends or let them die. This situation leads to players coming to conclusions that some of these challenges may not be physically possible, like saving 2 Survivors once Endgame has begun. The Killer will, 9 times out of 10, not leave the Survivor that they have hooked unless if they were certain they’d be able to secure another hook, which may not be possible if the Survivors come to the conclusion that there is no saving their friend unless if the Killer was a generic M1 Killer like Legion or Pig, who’s power becomes meaningless in Endgame, so long as they don’t have NoeD. They just can’t do it. And even then, if they do, they’d have to save another teammate, within the timeframe that the Endgame gives you.

    TL;DR, There is something wrong with the Archives that people can admit are legitimately unfun and VERY VERY situational. There’s nothing you can do to actively get these challenges done unless if you commit yourself to actually wanting to go through the hassle of securing the objective that isn’t doable. Some people may find it fun, and that’s fine, but some people don’t want these challenges to continue at this rate. This can lead to many issues for both the community AND BHVR if it keeps up. I’m voicing my opinion that, from what I have seen, a lot of people can agree is problematic for the game. Do not take anything I said as an offense or to heart, it’s simply my opinion. People are allowed to have their own opinions, but please don’t get easily upset if something someone said on the internet offended you. It shouldn’t be taken seriously, and it should be stated that, yes, my comment on the ‘majority’ hating it was a flawed statement on my behalf, which I do apologize for, but don’t let a scheme that many companies have tried to do to scam their playerbase into spending money for something that isn’t plausible, such as Treyarch’s Black Ops 4 battlepass for an example. There’s just some things that you need to draw a line at.

    I'll reply to your wall of text with my own.

    I didn't get offended, although it may have seemed like it.I now see that you are reasonable and I do apologise that I came out more aggressive in my comment than needed.

    What I disliked about your comments is that you state opinions as fact. It's true that a lot of people got upset over the leaked tomes (and even the current level), but you don't seem to accept that there may be just as many who are pretty happy with the challenges. Think about it this way, when people dislike something they tend to be a lot more vocal than they would be in the opposite situation. Even though it may seem like most people are against how the tomes are designed, that's not necessarily true. I, for one, really like that they get progressively harder and put you in a situation that you wouldn't normally fall into. That spices up a game that's normally pretty repetitive. It gives me a reason to go back to it. Believe it or not, a bunch of other people feel the same way.

    I don't believe the tomes should be easy and I also don't think that everyone should expect to complete the rift every single season. For example, I've spent quite a lot of time playing the game this season and I've almost reached the end already. I know I won't be playing as much next season, so I probably won't purchase the the next pass. Then who knows about the ones after that.. You don't HAVE to have every cosmetic that you want - if you don't feel up to the grind, just forget about the cosmetics and play the game normally. People should be able to make a conscious decision on whether the paid rift track will give them value for their money and then choose whether to buy it or not. You can literally wait until the very last day and know exactly what youre getting when you buy the pass. Personally I don't think it can get any more fair than that.

    Regarding the challenges - if I understood you right you think that (for example) the noed challenge will create a toxic environment - i don't agree. Perks aren't toxic - people are. Granted it will give toxic people an "excuse" to make the game miserable for others, but respectful players will still play normally. I can easily equip noed on my billy and you'll never even find out that I had it, as I'll refuse to use my basic attack. Furthermore (this is just my personal experience) I don't use any slowdown perks, so when i mess up a few chainsaws during the match a lot of the action actually happens during the endgame and I often get to kill multiple people during that period. These are usually the most tense and exciting moments I have in dbd as killer. I won't go into too much detail on the survivor side as this post is already really long, but altruism during the end game is actually pretty fun if you don't play with the mindset that you always have to escape. Honestly, the challenges aren't THAT hard..

    Regarding camping during the endgame - some people want to secure a kill and some people want to get as many points as possible. If you're the latter, then actually trying to go for others and leaving the hook is the better strategy, because you'll put a lot more pressure on survivors that way. In my experience the split between these people is closer to 60/40, meaning that 4 out of 10 games you'll get a pretty good chance to be altruistic during the game.

    TL;DR, There are a lot of people who like the challenges; I think the challenges that people complain about might turn out to be a lot of fun to complete and i don't think they're that hard; I don't think the challenges will force a toxic playstyle that's not already there

  • @Chaotic_Riddle said:

    https://forum.deadbydaylight.com/en/discussion/comment/872051#Comment_872051

    Glad to see that a minority of the playerbase enjoys getting screwed over. But some of us don’t exactly like wasting money to be told to do something that we’re not generally comfortable with, such as, using a perk that is generalized as ‘toxic’ because it encourages the Killer to lose in order to be rewarded for losing. Or using a perk to heal yourself when teammates are busy doing generators or are on hooks. Again, some people may like it, but it’s the mindset like that, encouraging BHVR to continue and do this kind of stuff to us, that ends up having more horrific features like using NoeD or sitting in the corner of the map to heal yourself that will eventually cause issues within the community.

    You like to be overly dramatic, don't you? Honestly, by the way you express yourself the victim role that you're trying to take suits you well. I like that you introduce the topic about paying for something that is completely free and then complain for having to use a perk for one game. Also, out of curiosity where did you get the data to estimate that you're of the majority and I'm part of the minority on this topic? I'd be interested to see that. Opinionised people like you that for some reason assume that everyone should think like them are so difficult to take seriously.. You have no credibility


  • @Chaotic_Riddle said:

    ‘Ok, we’ll add it anyways!’

    There’s no point anymore in voicing your feedback towards BHVR. We’re honestly a joke at this point to them. The fact that we can voice our opinions on things like Legion’s changes being ridiculous, future RIFT challenges being mind boggling, telling them that maybe they should look into this Killer or Survivor perk and having them ignore it, asking for features so that the game won’t get stale, and yet still having them ignore us because we’re nothing but a punchline. There’s no reason to even voice yourselves anymore. The only way they’ll listen is when the money in our pockets is on the line, such as Ghostface for an example. Everyone stated that he was a joke, the worst killer in the game, and that everyone agreed not to buy him, and only then, did BHVR actually take action to assure that they’d get some sort of profit out of the chapter. There are good people at BHVR who actually care for some of us, that being people like not_Queen for example, but the entirety of the balance team doesn’t even know what they’re doing, the map designers are just continuing to ignore consistent feedback on maps, and for the love of god, when EVERYONE states that certain rift challenges are either too toxic or too situational to be healthy for the game, they just ignore it, because they’ve already gotten the money.

    Absolutely disgraceful.

    https://us.v-cdn.net/6030815/uploads/204/M9IQQGG4JIYC.jpeg

    https://us.v-cdn.net/6030815/uploads/854/256NY6UCWKJ8.jpeg

    https://us.v-cdn.net/6030815/uploads/968/239MTXKH7SSB.jpeg

    Don't generalise. That's just your opinion and certainly not mine. 'EVERYONE' is a big word and it doesn't seem like you know when to use it, so maybe just try not to in the future. I'll give you an example - I like the archives and am really enjoying the challenges. I think the devs are doing t a great job. Come to think of it - it looks like they do listen ;)

  • Survivors: all perks on David, Jake and Feng. Kate is p3 lvl1

    Killers: all perks on Hillbilly, wraith, pig, myers, freddy, trapper, ghostface, legion. All others are at lvl 50 with a random number of perks. I haven't prestiged any killers. I'll probably start prestiging them once I max out all characters

  • I think noed is fine.. I think it's more of a problem for inexperienced players who haven't learned how to deal with it yet.

    Most of the time you'll be able to tell if the killer has noed well in advance. For example, survivors can usually guess most of the perks a killer is using during a match and determine if there is a perk slot that's unaccounted for. If that's the case, assume it's an endgame perk (noed, blood warden, remember me, etc) and play around that.

    Another easy tell is that if a killer is particularly campy or tunnelly and seem to ignore survivors doing objectives (e. G. Have tunnel vision for the survivor they're chasing and ignoring other survivors on gens), then they probably have noed.

    Lastly, unless you can tell they are playing really well, certain killers tend to run noed more often than others, such as clown, wraith, spirit, trapper, ghostface, bubba.

    In terms of playing around the perk. The easiest thing is to check the totem spawns around the map and either cleanse them, or memorise where they are. If the activated noed, just run through the spots you remember and check for an active totem. If you can't find it, then just leave the match. There is absolutely no point in going for altruism during the endgame if the killer still has noed, unless you're going for wglf stacks, which may give you more points than an escape.


    If in doubt of noed, and the killer still hasn't smacked anyone during the endgame, just leave and take your 5k points. Don't stick around if you care about escaping

  • @Nazeef13 said:

    Healing one is based on perks you have. As long as you have self-care equipped, healing through adrenaline, cleansing, medkit, second wind doesn't matter. Still counts.

    Generator one is stupid because it is not based on equivalent of completing 3 generators. You actually have to complete 3 gens start to finish. If someone already worked on the gen it won't be complete. If you have to run with a 90% gen, and someone else finishes it, doesn't count.

    If you're talking about the challenge to complete 3 gens in a match with dark sense I can confirm what you said is not correct. I completed that challenge in my first try. Popped the first gen on my own, joined the second one at about 60% and for the 3rd one I barely manage to touch it, as it was already almost at 99% when I got there. You just need to be on the gen as it pops

  • @JohnyBlood said:

    I think these challenges are the end of DBD as we know it. This battle pass is super unfair, 10 euros + enormous grind..but I have an option not to buy it, right? Right. So I can then play regular games and dont care about the Rift and these challenges? WRONG! Why? Because everyone else is doing it..and so regular games are no existent right now. Everyone focuses on their challenges, wasting pallets, following you everywhere to heal you, killers use Mori, camping basement etc etc... So you tell me I can ignore these challenges? See, I cant sadly. And in 2 weeks we will have another Tome level..wow..so its never ending. Am I missing something or DBD is not the same game anymore because of this messed up Rift and Tomes? I hate it..I paid for it..And I regret it now :( Just consider Rocket pass or any other Battle pass..this is the worst one I have ever seen. But thats not even the point. The point is that these challenges are stupid and the balance is out of the window even for regular players. Sorry for my English, Im in hurry :) Am I missing something or is it all really as bad as it seems to me right now?

    Wow, so dramatic ? A fun new feature was added to a video game.. Prepare for the end of the world!!

  • @heri86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/831798#Comment_831798

    You dont do nothing with BT when killer just waits you to make your move and graps you when trying and drops you to the ground and waits next survivor to make same mistake. Almost 99 % of the time survivors DC's or suicides themselfs when killer decides to facecamp. But this isnt my point. My point is that killers arent getting penalty that is really hurting killers points. To balance killers vs survivor bloodpoint gains.

    Giving less bloodpoints for tunneling or facecamping killer couse its not hurting em enough. That way new players will have lot better gaming experience.

    Once again, your problem boils down to your and other survivors' inexperience.

    1. Your teammate shouldn't DC or suicide on hook, unless they don't mind rewarding the killer for camping
    2. You shouldn't allow the killer to grab you. There are several ways to counter this - here's one: Attempt to place yourself between the hooked person and the killer. Start the unhook animation for a brief moment and let go immediately. That will bait the killer to try to grab you. As you release them, the hooked person looses collision, so you can walk through them. This now places them between you and the killer. Most of the time the killer has already committed to the grab, which will cause them to swing and smack the hooked person. As that happens, unhook and give them BT.
    3. Even if you mess up and the killer manages to slug you, just crawl away from the hook, break line of sight and recover. If that happens the killer will either have to leave the hooked guy, or let your teammates pick you up
    4. DO GENS!

    In summary, Killers ARE getting penalised for camping. It's survivors that award them the bloodpoints and that's what wins games for them. If a killer camps, that means that they completely give up control of the game and what happens is purely in the survivor's hands.

    I think this debate has gone way off topic and diverting attention from actual interesting ideas about potential changes in the game. If you want to continue the discussion, just drop me a message outside of this thread. I'm happy to give you some tips if you want.

  • The one survivor I can't play is Meg. Her face just really puts me off

  • @heri86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/831725#Comment_831725

    past last week i have played like 5-10 games per day and in every game killer made over 25k+ by just hooking every survivor one time and last one twice. I have played killer lot less then as a survivor and i make 30k almost every time. I dont really understand how you dont get over 20k BP as a killer. *confuced*

    It sounds like you were playing with people who are new-ish to the game.The only way a camping killer can get more thank 17-18k BPs is if there are constantly people around the hooked guy. By being there, you constantly put him in and out of chase, maybe awarding him hits as well. When you do this you: 1. Award them a bunch of BPs and 2. Allow them tho get a second and maybe even a third kill by not doing your objective and ending the game. That's entirely your fault though. If i'm correct in my assumption, then you're the ones awarding those killers the bloodpoints (and kills).

    I suggest thinking about doing the following (if you're in solo q, that is. Dealing with campers in SWF is much easier). When somebody gets hooked, don't prepare for the safe right off the bat. Try to calculate how much time you'll need to get to the hook and only leave your gen if the killer comes to you (i.e. he wasn't camping) or if the survivor hasn't been saved by the time when in your estimations you'll reach the hooked guy about 10 seconds before they reach the next hook stage. Once you get there you'll have roughly 10 seconds to decide whether it's possible to make a safe unhook or a trade (go on the hook for them). If you have BT you can just unhook them in front of the killer's face and you'll earn time for your team regardless of whether the killer decides to trade or tunnel down the other guy. Regardless of what decision you make, don't hesitate - go in and make the save, or just go back to your gen. NEVER hang around the hook observing for more than a few seconds.

    In summary... just play smart...

  • @kcwolf1975 said:

    https://forum.deadbydaylight.com/en/discussion/comment/831690#Comment_831690

    A killer that face camps or tunnels will not get an easy 25k bloodpoints but I do agree that bloodpoints are much harder to get as a survivor. I am all for boosting their points but don't start finding ways to negate killer points. A lot of times i dont get very far from the hook and someone is dive bombing it for the rescue. Does that mean I was camping??

    I agree with you. Camping is highly punishable and in the games where i see it, the killer rarely gets more than 17-18k BP. Furthermore, all it takes is 1 survivor with BT to run for the save a few moments before the hooked person goes into the next hook stage, considerably increasing the amount of time it will take the killer to kill off that first survivor, allowing the other survivors more than enough time to finish the game.

    Regarding the BP gain issue, I tend to agree - it's more difficult to grind as survivor. A change to WGLF and giving it an effect like poised or distortion would be cool.

  • A bit of a long list :)

    Spirit power rework - e.g. increased recovery rate, but you can't see/hear loud noise notifications (window vaults/pallet drops, etc)

    Key rework - e.g. instead of opening hatch, they allow you to open 10% of the exit gates when there is only 1 gen left.. or hatch can only be opened after it's been kicked by the killer. Anything that prevents opening hatch mid-game/before you're the last survivor in the trial.

    Ebony mori - survivors can be moried after they've been hooked twice.

    Devotion - make it so that there is a way to reveal your devotion level in-game (e.g. via a cosmetic or a charm specific to each level) - I'm thinking something similar to how OG players can equip legacy

    Performance on console - find a fix for how choppy the game currently feels ; improve killer camera sensitivity and responsiveness;

    Ping on console: I don't know if it's just me, but I've never found a game with ping under 100ms. Maybe 1 in 10 games dips below 150, but most of the time it's between 230 and 280. With all the complaints people are having with dedicated servers, Even in their current state I'm pretty confident they're still going to be an improvement to how the game currently feels

    Fix the "disconnected from host" error that causes the game to freezefor over 60 seconds on console

    Queue times - Provide incentives for playing the role that's currently underrepresented to balance lobbies. E.g. 1.10x BP gain for playing killer if there are too many survivors

    Implement more minigames (such as the lanterns for the lunar event - those were such a cool extra objective for both survivors and killers)

    BP categories - make your strongest BP category award extra BP if you passed the cap. For example, if you earned 10k/11k/3k/2k BP in a trial make it so that you can retain some %age of the excess in your best category. i.e. you get to keep 15% of the 3k excess in the second category

  • @TooKoolFoU said:

    https://forum.deadbydaylight.com/en/discussion/comment/826909#Comment_826909

    Yep! you’re totally right! Anyone who plays killer, even if they don’t play spirit or even if they play both sides of the game than they feel exactly the way as you described! Yep! That’s exactly what us killer players feel. If they nerf our precious spirit than survivors can counter us and that’s bad. Yep. That’s why everyone is upset. We don’t want to be counter. Not all.

    let me tell you the truth man. It’s not about being countered. It’s about killing what makes her fun to play as. It’s about making her lack the unique style she has. It’s about killing her intended purpose (mindgaming/scares). It’s about ruining what makes the killer fun as killer as they’ve done with legion, pig, and nurse. You can even use freddy as an example, better as the first example. Those killers are on the record for being changed and people not approving, because the wrong changes were made. People want fun, people want balance, but most importantly people want to still play the same killer they bought. They don’t want to play a changed variant of that killer that is much weaker and lacks the ability to due as intended. Changes are needed, I’ll agree.

    You seem to generalise a bit. Everything you say would be valid under the caveat - that it's just your opinion. For contrast, my opinion regarding spirit specifically is - what you call mindgame is just an arbitrary feeling that you've done something (mindgame), when in reality you've just reacted to visual and sound cues that the other side left for you without having any feedback from you.

    Also, in my opinion the spirit gameplay loop consists of one person thinking how great they are at mindgaming and four other people being bored out of their mind thinking please get me out of this as soon as possible, so I can move on to the next game

  • Yeah, i didn't disagree with your idea. It provides more use for lockers, I.e. an aspect of the game that we don't get to interact with much at the moment, apart from when survivors run specific builds.

    I would enjoy such a change to lithe both as killer and survivor.

    I was just thinking about how powerful a Q&Q, Head on, Lithe build would be - Break line of sight, jump into a locker and you're untouchable.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/826715#Comment_826715

    Head on is an exhaustion perk which takes effect the second you start the animation of The killer is in range

    You wouldn't be able to activate both at the same time. if the killer is in range head on would activate by default and you become exhausted meaning no lithe if they're not then lithe activates and you'll get no stun

    Still would be a pretty good combo to run though and I would argue you are untouchable. If for some reason you miss the head on stun you'll otherwise get smacked, but with lithe activating out of a locker, you'll be able to use the speed burst to avoid that hit. So regardless of whether you get the stun or not, you're pretty safe. I'd say this is a decent buff to all dwights in the fog :)

  • In my mind, if they had enough time to heal, they had enough time to escape. If you're unhooked and manage to escape and unless the killer ignores another target to specifically go for you, then that's not tunnelling. The person was at full health, so they had the potential for a full chase - they just chose to stop and start teabagging. That's their own decision and they have absolutely no reason to complain.

    From a tactical standpoint I would have done a things a bit differently. Regardless of whether I hit the downed person or the rescuer, I would have chased down the healthy survivor. That will simply help you apply more pressure, as the healthy person would in theory take less time to get your next hit. That's because the other guy just got a sprint burst from getting smacked, so the healthy survivor should be closer and easier to catch up to. Plus you now have a survivor in a chase and another one who is injured (either off gens until he heals, or an easy surprise hit as the wraith when you find them again)

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/817115#Comment_817115

    I know still its just not as complicated like you make it sound. Yes there is a significant difference with a Billy who can and cannot curve. At the end of the day he is still one of the easiest killers to learn and master. Is that and issue? Probably yes due to him being high rank material, but we at least need him since both Spirit and Nurse are being taken down a few notches.

    I personally just dont enjoy playing with him on either side. At least curving makes him more fun to play against as a Survivor, but even that has good counterplay. Now that I think about it i wonder why people dont curve more. Thats the funniest I have with Billy.

    You must have pretty good hand coordination if you're saying that curving is easy to master. I've been practising for ages and only have some success on the older/more basic map tiles. I do agree with everything else you say.

    An M1/R2 Billy is really annoying to play against, because you know they are pretty bad and aren't even trying to master the killer and are still able to get pretty consistent victories just due to the chainsaw's mobility. I think that's why Billies get a bad rep and people don't enjoy versing them.

    For me a Billy who uses his chainsaw in a chase (and not just to backrev) is so much fun to verse and to play as, as there's so much potential for both sides to outplay the other. The punishment for either side messing up is pretty severe, which makes these chases all the more exciting.

  • It's interesting to see that people actually think about these things.

    I'll usually hit ready as soon as I'm in a lobby (both as survivor and killer) - I don't care whom I'm matched up against/with and what they're carrying. I'll adapt during the match. The only time I wouldn't ready up instantly is when I need another minute to finish my cigarette.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/816419#Comment_816419

    *blinks and rubs eyes* guess I didn't misread it.

    Billy's skill cealing high or low is very easy to achieve. His depth is pretty shallow as well compaired to a lot of killers. I would say he's probably in the top easiest killers to play and reach the skill cealing with.

    It really depends on how you play him. If you only backrev people and otherwise use basic hits at pallets/windows, then yes, Billy is a pretty easy killer. Strong and very consistent in a chase, but pretty boring to play. However, once you start curving your chainsaw around pallets and loops, that's when you open up an insane amount of potential in exchange for a really steep learning curve.

    On the plus side, whenever you manage to pull off a good curve, you'll almost always get a hit, because most survivors will never think they can get hit from a particular position position.

    The downside is that whilst you're learning you'll get stomped consistently, because you'll spend most of your time bumping into objects due to the amount precision required to pull off consistent curves.

    This includes knowing exactly when to start revving your chainsaw in any position on each tile, consistently keeping the charge at 99 without letting it go down too far or popping it by accident, learning the exact amount you need to turn your mouse (analogue stick) to perform a certain degree rotation and knowing exactly when you need to start turning after the initial run begins.

    All of that requires a lot of practice, however most people don't even try to learn, because the killer is strong enough even without utilising the power to it's fullest potential. That's why people fail to appreciate billy's high skill cap - because it's not required to reach it in order to perform well.

  • It's becoming pretty unplayable for me on PS4 recently. Usually the 1st and second matches are like before the latest patch and then things gradually start going downhill up to the point where I have to switch off the console and let it rest for a few minutes.

    The most noticeable things are the ones people already mentioned above. Whenever there is an interaction with an object, or another player the game freezes for up to a second.

    In addition, the actual lobbies run at 10-15 frames per second and after I've played 3 or 4 survivor matches, skillchecks become increasingly more buggy up to the point where I only get around 4-5 frames per skillcheck (i.e. i only see 4 or 5 positions of the cursor).

    I know people tend to joke that there are some major optimisation issues with console, but it's never been this bad before. In fact it was significantly better after the last optimisation patch up to about a week ago when the new update hit.

  • @RipperShark said:

    I am a gamer who only plays one game at a time. I don’t know why, but I get a favorite multiplayer game, and I will play it for months or even years. However, I used to make one exception. During October, I would drop my current game and go back to play Team Fortress 2 for their Scream Fortress Halloween event. My suggestion is based on some of their events.

    Pick a map for the event and spookify it. Pumpkins, scarecrows, spiderwebs, whatever. Do it up. Add map offerings for it in the bloodweb.

    The game starts as normal, except all survivors start with unlimited Halloween flashlights. After a short time, an alarm sounds. Survivors are unhooked, gens partially completed are reset to zero, killers cannot harm survivors.

    Soon, a boss spawns in the middle of the map.

    Survivors can stun the boss or it’s adds with flashlights, to let the killer damage it. If someone dies, they respawn in the basement and have to run back to the fight. After a certain amount of time, the boss leaves, and the game continues.

    After a few minutes, the boss comes back. If you can kill the boss before it leaves completely, both killers and survivors get rewards at the end of the match.

    You could also have the adds drop rewards right there during the game, so even if you “lose” you get something.

    Cooperative events tend to work much better and end up more fun for all involved.

    This idea is amazing!!! Realistically, I don't think the dev team would be able to implement it, because it will completely change the game and I imagine it could be pretty difficult to code, but I would absolutely love to see something like this in an event!!!

  • Reading a lot of the comments in this thread got me a bit irritated, so I'll throw in my two cents.

    To everyone complaining that the Tome difficulty is some sort of scheme that will prevent you from completing the rift - that's absolutely not true! Here's my reasoning:

    Yesterday when I started the rift pass I was on level 8 (page 2 of the rift). According to the info the devs provided, due to an error on their end we got to gain progression in the rift from the 22nd of October. Therefore, in a week of play I got through 1/9th of the rift purely from playtime. As the same amount of XP is required for each level and every page has the same number of levels, then if I keep playing the game at the same rate and completely ignore the Tomes, in theory i should still be able to unlock the full rift before it closes (arguably with around 1 week to spare - 1 week per page, 9 pages in total and 10 weeks/70 days per rift).

    Thankfully, real life often gets in the way of spending our time playing video games, so I probably won't play as much every week, but that is where the tomes come into play - there are enough points in there to make up for the time where you can't/don't want to play the game (even if you don't actually complete all of the tomes).

    Granted, some people play pretty casually and maybe not more than 2-3 hours a week. Here I would argue that these players shouldn't really expect to be able to unlock everything anyway, as progression in the rift is linked to playtime..

    Now my concern is with the actual tomes. I'll start by saying that even if this is a legit leak, it's not the final product that we've received. By all means, we should provide our feedback in hopes of being able to influence a decision, however don't bash a product so eagerly that hasn't even been released yet!

    If the screenshot that OP provided is what actually goes live, I'm pretty confident that I won't be able to complete the Tome. If I do, it will be pure luck. It just seems extremely difficult and this difficulty is increased by the fact that you can only complete a challenge if you've selected it beforehand. This means that I and probably many others will miss out on experiencing the new lore first hand (we'll still be able to watch youtube videos of it, but arguably, it's just not the same as unlocking it yourself). I would love to avoid that, so if the content proves to be impossible for most of the player base to unlock, I would suggest the following change to future tomes:

    Allow people to select 2-3 challenges at the same time and add a condition that if you managed to gain progression against multiple challenges in a single match, you can only save the progress towards one of them. For example I've selected the challenge where you have to hook x people in the basement and the one where you have to hook everyone in the basement in a single match. If by some freaky lucky circumstances i manage to hook everyone in the basement, at the end of the match i will choose to submit the second challenge and abandon my progress towards the first one. I think this change will keep things challenging, but allow us to grind the easier tasks with a small chance that we might be able to complete one of the really tough ones if somehow everything just clicks and you have one of those perfect games.

  • @criss said:

    https://forum.deadbydaylight.com/en/discussion/comment/793423#Comment_793423

    sorry english is not my language

    simply that the event is launched for the rest of the platforms and that ps4 still waiting

    Has there been any official word that the patch is ready and we're simply waiting for PS4 certification? If that's the case, then we might all get the event soon :)

    Personally, I don't mind of other platforms get it first (I play on PS4), however, I don't think it's going to happen. I think the devs will keep the timing consistent across all platforms.

  • Man, please use some punctuation. I've read this twice and I still have no idea what you were trying to say

  • Trapper. I enjoy chases and I like to run around the map and you don't really get to do either against him. Also, getting caught in a random trap feels a bit cheap.

  • @Rinthespooki said:

    https://forum.deadbydaylight.com/en/discussion/comment/793209#Comment_793209

    Well yeah cuz i finish my matches before the last gen pops...

    You must be a god.. Imagine all of the gifts you've missed out on though!

    Back on topic, @kcwolf1975 you're doing something right if people leave leave you tokens at the end of the matches. Sounds like you've had some fun and interactive games.

  • @Rinthespooki said:

    https://forum.deadbydaylight.com/en/discussion/comment/793194#Comment_793194

    I can force survivors to show me appreciation if i have franklin perk equipped.

    Good one. You're probably not getting my item at the end of the match with that attitude :)

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